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[rcore] Add gamepad >= 0 lower-bound guard to six sibling functions (#5938)
Commit3edfe194added a `gamepad >= 0` lower-bound check to GetGamepadAxisCount() and GetGamepadName(), but six sibling functions were left with only the upper-bound check (`gamepad < MAX_GAMEPADS`). A negative signed int passes that check and triggers out-of-bounds access on CORE.Input.Gamepad.ready[gamepad] and related arrays (UB in C). Apply the same `(gamepad >= 0) &&` guard added in3edfe194to: - IsGamepadAvailable - IsGamepadButtonPressed - IsGamepadButtonDown - IsGamepadButtonReleased - IsGamepadButtonUp - GetGamepadAxisMovement
This commit is contained in:
12
src/rcore.c
12
src/rcore.c
@@ -3926,7 +3926,7 @@ bool IsGamepadAvailable(int gamepad)
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{
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bool result = false;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad]) result = true;
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if ((gamepad >= 0) && (gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad]) result = true;
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return result;
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}
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@@ -3946,7 +3946,7 @@ bool IsGamepadButtonPressed(int gamepad, int button)
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{
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bool pressed = false;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
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if ((gamepad >= 0) && (gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
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{
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if ((CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true;
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}
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@@ -3959,7 +3959,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
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{
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bool down = false;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
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if ((gamepad >= 0) && (gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
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{
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if (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1) down = true;
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}
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@@ -3972,7 +3972,7 @@ bool IsGamepadButtonReleased(int gamepad, int button)
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{
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bool released = false;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
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if ((gamepad >= 0) && (gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
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{
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if ((CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true;
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}
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@@ -3985,7 +3985,7 @@ bool IsGamepadButtonUp(int gamepad, int button)
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{
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bool up = false;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
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if ((gamepad >= 0) && (gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
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{
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if (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0) up = true;
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}
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@@ -4015,7 +4015,7 @@ float GetGamepadAxisMovement(int gamepad, int axis)
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{
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float value = ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER))? -1.0f : 0.0f;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXES))
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if ((gamepad >= 0) && (gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXES))
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{
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float movement = (value < 0.0f)? CORE.Input.Gamepad.axisState[gamepad][axis] : fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]);
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